My idea for his next prototype. Leaning towards sci-fi here!
Is this good enough to continue and not scrap?
yes!
ehh...
no

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My idea for his next prototype. Leaning towards sci-fi here!
Is this good enough to continue and not scrap?
yes!
ehh...
no

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Big session number 1 incoming. Here we have: Knight of Breath, Witch of Mind, Prince of Doom, Sylph of Rage, Seer of Time, Mage of Space, Heir of Hope, Rogue of Light, Maid of Blood, Page of Life, Bard of Void and Thief of Heart. Wonder what you can tell me about this one. Take your time)
Initially, players may struggle to work together - many have their own ideas or are eager to use their aspect without considering its full consequences. However, overcoming their individual struggles will help them work together and become a stronger team.
Both the Seer and Mage know a lot about their aspects, which will likely help the session, however they both may not necessarily do what is best for the session. The Seer of Time may struggle to act or will tend to act alone, although they are quite willing to share information. This means they might be indecisive, seeing all the possible timelines or actions to take, or that they don’t choose what is best for everyone. Learning how to act with the help of others would strengthen their abilities. Similarly, the Mage of Space would tend to act alone without considering the perspective of others. To best find the Genesis frog, they should allow themself to learn from others as well. Their knowledge of matter and environments may be extremely useful for the team, helping them understand their lands.
Other players might have similar struggles. The Bard of Void would struggle to act as well, as they ghost their aspect and tend to avoid taking on any responsibility. This could cause subtle destruction for the whole session - for example, by not destroying ignorance, the players may become destroyed by their lack of knowledge. Therefore, the Bard must learn to take action and actually choose to destroy. Then they could helpfully destroy things like misfortune for the team. Meanwhile, the Prince of Doom may choose to destroy but without considering the consequences. Perhaps they destroy the rules of the session or destroy with fate, which could be helpful, but they don’t consider all the minor details or how others feel. They must learn to become more purposeful and careful in their destruction to best benefit the team.
Similarly, the Witch of Mind might forget to consider consequences when they manipulate and break the rules of Mind. Although at times this could be useful for the team, as they avoid negative consequences and push against logic, it could end up going too far. They must learn balance, knowing when to hold back and be more particular in what they do. Likewise, the Thief of Heart would easily end up going too far since they enjoy stealing their aspect just for the sake of it. This could be dangerous if they steal the emotions, desires and sense of self from others. Choosing to purposefully allocate this stolen Heart and be more considerate in the initial stealing would be much more helpful for the team, as they can then provide players with internal strength.
More players that risk going too far are the Heir and the Page. The Heir of Hope is naturally led by their aspect, easily changing it around them. This could be a useful boost of optimism and positive emotions for the team, but they also risk causing players to live in daydreams of ideal worlds or becoming too agreeable. They must learn balance so that they can lead their aspect. The Page of Life also easily gives their aspect to others, perhaps giving them optimism as well, or maybe a sense of rebellion. However, they might give too much or it might be part of a wrong ideal they’re trying to live up to, such as players rebelling against the wrong things. Finding the right ideal for them to focus on, or perhaps focusing more on themself as they are, would help the Page better give Life to the team in a way that is helpful.
The Maid of Blood is similar, as they serve an ideal or someone else to create their aspect. This ideal could be wrong or they go too far, perhaps creating guilt for others, so they must learn how to create Blood for themself. This might mean taking on a leadership role or allowing others to give them support and compassion for once. Likewise, the Sylph of Rage tends to meddle with their aspect in other’s lives but not their own, and might go too far at times. Although they might be able to create a healthy amount of defiance and focus for someone, they might also create too many negative emotions for themself and others as well. Learning to hold back and act for themself, trusting certain opinions of theirs more, would be helpful for the Sylph and team overall.
The Knight and Rogue are too other players who might ignore their own lives in favour of others’. The Knight of Breath is likely to be the initial leader, though this would be a mask to hide their insecurities with their aspect. They also might take on too many tasks and responsibility. They must learn to serve inspiration and freedom to themself and not just others, as well as strengthening their confidence in their abilities. Likewise, the Rogue of Light would take on tasks to help others while never stealing Light for themself and struggling with insecurities. This could cause them to be unnoticed in situations where they’re needed. Increasing their confidence and allowing themself to act for themself would improve their abilities, so they can do things like relocate fortune and steal information.
Okay, second big session go. There, exploring the Medium, are Sylph of Time, Prince of Blood, Heir of Life, Bard of Space, Rogue of Hope, Seer of Void, Page of Doom, Knight of Breath, Maid of Light, Thief of Heart, Mage of Mind and Witch of Rage (I know there are two repeats, but they are separate characters). Will this combination be successful? (Personally, I think they'll have it much tougher than the previous one)
The players are likely to struggle a lot in this session, with some going too far in acting and others in not acting. They are likely to struggle with communicating and working together. However, it is not impossible for them to do so, and they could still have a successful session.
The Bard of Space would struggle to act, as they avoid responsibilities in an attempt to ghost their aspect. This is risky, as they are the main one responsible for finding the Genesis frog and they could subtly destroy the variation and creation helpful for this. If the Bard does learn they don’t have to avoid their aspect, they could helpfully destroy ambiguity and distance negatively affecting the session. The Seer of Void may also struggle to act, getting too caught up in gathering information and planning, or they only ever act alone. This could lead to them deciding who is and isn’t relevant or using the secrets of others in a way that the other players don’t agree with. Their strength may lie in guiding others while still taking action, so they must learn to do this with their knowledge of misfortune and the unknown.
The Mage of Mind would also tend to act alone without considering others. As they can use knowledge of decisions and consequences, they would be extremely good at what they do. However, it may not be what everyone agrees with. Using their knowledge of adaptability and roles may help them realise the importance of listening to others and using their perspectives too. Another player who may have great control over the direction of the session is the Sylph of Time. Like the Mage, their actions may not be what other players want, but in contrast this is the Sylph meddling with Time in others’ lives. The Sylph’s perfect timeline may not be what others actually want. They are also likely to ignore their own life in the process, so must learn this balance. That way they can create an ending that truly suits everyone.
The Rogue of Hope may also risk ignoring their own life as they keep helping others with their Hope-related issues. They might be able to easily relocate positive emotions and ideals to others. The Rogue is also insecure in their abilities, which can limit them. Increasing insecurity and ignoring their own issues could burn out the Rogue as they don’t have Hope for themself. Therefore, they must learn to take Hope for themself as well, so they can continue to help the team. Similarly, the Knight of Breath wears a mask of confidence while taking on too many responsibilities. They likely take on a leadership role, easily motivating others. However, without true confidence they might accidently serve detachment to themself and others. Increasing their confidence and serving Breath to themself may allow them to focus more on things like protecting freedom.
The Page of Doom would also eagerly serve their aspect while pretending to be confident in their abilities. However, the Page may truly believe they are confident and be unaware that they might be trying to fit an ideal that actually ends up hindering the team. They may easily serve punishments and suffering, rather than help the team. Shifting their ideal and continued practice to increase confidence would expand their abilities though, so they can serve necessary restrictions or a wanted fate to themself and the others. Similarly, the Maid of Light may initially create their aspect as a way to serve a person or ideal that may actually harm the team. This could be creating too much attention or new truths. The Maid must learn how to create Light for themself, so they can focus more on creating fortune and information that is helpful for everyone.
The Heir of Life is another player who might get too caught up in their aspect, perhaps going too far or being led by harmful parts of it. They might focus too much on changing trivial things like wealth and rewards, or change who has power too often. Learning how to lead their aspect would be helpful. Then they could easily change things like liberation and optimism. The Witch of Rage also risks changing things too much, as they eagerly break the rules of their aspect. This could be dangerous, as they can easily change reality or manipulate people with negative emotions. However, they can learn to be more careful in their approach, as well as consider both the finer details and bigger picture. This would be useful for the team, as the Witch can then change other player’s focus or change things like confusion.
The Thief of Heart may also end up going too far, as they enjoy stealing their aspect but not necessarily with purpose. They could easily end up stealing others’ sense of self, desires and motives. However, just as easily they could help the team by stealing impulses or relocating internal strength. Therefore, the Thief must learn to be purposeful in what they steal and where they put it. Likewise, the Prince of Blood might enjoy destroying their aspect, but without fully considering the consequences of their actions. Destroying the bonds and support, or even the leadership, of the team would be dangerous. However, with purposeful destruction the Prince could also destroy things like guilt and societal restraints holding back the team. With time, the Prince could learn to do this.
You are right that this session would find it more difficult. I would still put it at a roughly 50-60% chance of success. There’s the risk of the Bard not creating the Genesis frog plus the many dangerous players who could easily cause the session to fall apart (Prince, Thief, Page, Witch in particular). However, the Mage and Sylph could help prevent the session from becoming doomed (it might not be what everyone wants though), especially if they get help from the Knight and Rogue. Although if they argue over how the session should go, their chances will decrease. On that note, if a couple of the dangerous players actually do help the team, their chances of succeeding will increase.
Hello. I have been scrolling around and noticed that your posts on session analysis are pretty recent. Mind if I drop a couple of big ones here?
Hello, I don't mind at all! But be warned it'll probably take me over a week to get to them because of how much I have in my inbox atm.
Tipos de demonios
Dejando de la lado los demonios que se conocen de los panteones y cuyas características son comunes en todos, os presentamos los demonios de la saga. Mención aparte Malachai y Sepiroth.
Ceredones
Criaturas con cabeza de perro, cuerpo de dragón, y cola de escorpión. Protectores de Apollymi. Tienen prohibido salir de su reino (al menos, se supone que lo tienen).
Demonio Caronte
Antigua raza de demonios temidos por los Dioses olímpicos, pero los Dioses Atlantes lograron domesticarlos. Pueden vincularse a dioses, Hunters, y a humanos como compañeros. Una vez vinculados, pueden descansar en forma de tatuaje en el cuerpo del vinculado.
Los Carontes son dominantes, adoran ir de compras , matar y comer todo. Fácilmente irritables, peligrosos cuando se enojan y muy divertidos en las fiestas. Sin embargo, no quieres morir a manos de un caronte. Los Carontes no destruyen sólo el cuerpo de su víctima. Destruyen también el ousia, la fuerza de la vida que existe más allá del cuerpo o el alma. A un Caronte se le puede matar con un puñal Atlante. Los Carontes normalmente duermen con los pies en el aire (sostenidos generalmente contra una pared), y ellos roncan muy fuerte.
Dimme
La venganza final de Enlil y Anu. Los Dimme son siete demonios sumerios femeninos diferentes a cualquier cosa que pueda imaginarme. Son incontrolables, incluso para los dioses. Fueron encerrados en una celda, desgraciadamente, tiene un tiempo de liberación que se debilita cada pocos milenios. Si los dioses sumerios están todavía vivos, vuelven a sellar a las siete hermanas demonio y la vida continua normal. Pero si algo le sucede al panteón y no hay mas Dioses sumerios para resellar la tumba, los Dimme quedarán sueltos para destruir el mundo y cualquier panteón que se les ponga por delante. Los Dimme fueron la última broma de los Sumerios contra aquellos que intentaron matarlos.
Gallu
Antiguos demonios sumerios creados para combatir a los enemigos del panteón sumerio. (Específicamente, fueron creados para combatir contra los demonios Caronte). El horrible demonio Asag fue utilizado como el padre donador en su creación. Los gallu pueden convertir a los humanos en uno de ellos con una mordedura. Tienen dos filas de dientes muy afilados y a diferencia de los Daimons puede andar a la luz del día. Se puede atajar y cauterizar la herida de la mordida lo suficientemente pronto para evitar que se esparza el veneno por todo el cuerpo. El veneno de su mordedura podría infectar incluso a los Dioses y también los convierte en demonios.
Los Daimons pueden llegar a ser también gallu... e incluso más rápido, debido a que el metabolismo del Daimon es muy rápido. (Un gallu de Daimon no se muere con una cabeza o corazón perforados). Un gallu Daimon es una mierda grave. La única manera de matar a un gallu es decapitar a la criatura (golpeándolo justo entre los ojos o cortando la columna vertebral) y quemar su cuerpo (Estallan... y apestan cuando lo hacen). Es la única manera de destruir completamente el veneno de la mordedura y evitar que se regeneren. Sin, Zakar, y la hija de Sin , Ishtar, encarcelaron a los Dimme y a los gallu hace milenios. Sin embargo, después de la muerte del panteón sumerio, los gallu empezó a trabajar en una forma de liberarse de su prisión. Llegaron a ser más listos y más organizados. Los espejos muestran lo que son los gallu. Nunca se acercan a éstos. Los gallu no pueden infiltrarse en los sueños de alguien que nunca han conocido; deben tener el contacto físico primero. Debes saber que no puedes matar un gallu en el reino de los sueños. Afortunadamente para nosotros, tampoco nos pueden matar. Los gallu son bastante prolíficos. Después de tener sexo, una hembra puede depositar dos docenas de huevos fertilizados. (Ellos nacieron de huevos, para que sobrevivieran si la madre era asesinada. Los huevos son casi indestructibles). Su veneno es débil cuando son jóvenes, y sus víctimas no se convierten correctamente.
Sherrilyn Kenyon Spain

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Dimme , no ma dimme che a linea B è come sta a Londra sur tube. #dimme (presso Pietralata)
MYTHOLOGY MEME || Demi-Gods (3/4) ↬ Lamashtu
In Mesopotamian mythology, Lamashtu (known to the Sumerians as “Dimme”) was the daughter of Anu, the sky god, and a demon who sought to harm pregnant women, babies, and children. She was also said to bring nightmares, kill plants, and spread pestilence.
She had the head of a lion, the ears and teeth of a donkey, long fingernails, and the feet of a bird. Pregnant Mesopotamian women often wore amulets of Pazuzu, Lamashtu’s rival (though he was sometimes depicted as her husband) for protection.
THE DARK SIDE OF MYTH & FOLKLORE: LAMASHTU
In Mesopotamian mythology, Lamashtu was the daughter of Anu, the sky god, and a demon who sought to harm pregnant women, babies, and children. She was also said to bring nightmares, kill plants, and spread pestilence. Pregnant Mesopotamian women often wore amulets of Pazuzu, Lamashtu's rival (though he was sometimes depicted as her husband) for protection.